npc_seagull

npc_seagull

Re: npc_seagull Posted by Naticus on Fri Jun 16th 2006 at 4:03am
Naticus
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Posted 2006-06-16 4:03am
Naticus
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23 posts 172 snarkmarks Registered: May 26th 2006
Has anyone messed around with the npc_seagull or crow? After reading the the wiki, I understand that I need to use the npc_seagull entitiy with info_hints. I have no clue how to configure those entities though. Does anyone know of a map in the SDK where seagulls are used? If there is a map with gulls available, I can just look and the VMF and check the configuration that way. Any information would be very useful!
Re: npc_seagull Posted by Naklajat on Fri Jun 16th 2006 at 4:54pm
Naklajat
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Posted 2006-06-16 4:54pm
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I think there's a Ravenholm map in the SDK content with crows.

o

Re: npc_seagull Posted by DrGlass on Sat Jun 17th 2006 at 5:33am
DrGlass
1825 posts
Posted 2006-06-17 5:33am
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
You'll need to set your info_hint depending on what they are ment for. There is a setting for fly-to point, and land point (I'm fuzzy on the names). You'll also want to set up paths for your birds.
Re: npc_seagull Posted by Naticus on Sat Jun 17th 2006 at 1:07pm
Naticus
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Posted 2006-06-17 1:07pm
Naticus
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23 posts 172 snarkmarks Registered: May 26th 2006
So in addition to the info_hints I need to add path_corners or path_tracks? If I do need to add the path entities, do I put them in the same spots as the info_hints?

I did find the pigeon and the crow in the sdk levels. Unfortunately all they were scripted to do was just fly away when triggered. There were no info_hints in those maps.
Re: npc_seagull Posted by DrGlass on Sat Jun 17th 2006 at 3:53pm
DrGlass
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Posted 2006-06-17 3:53pm
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
The path is almost like a suggestion, the hints give the AI some flexibility while it follows the path. Also HINTs can be fly-to and land type hints, which tells the birds to land here or there.

I'm still a little foggy on all this though, but I think you have enough to at least experiment with.
Re: npc_seagull Posted by Naticus on Mon Jun 19th 2006 at 1:35am
Naticus
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Posted 2006-06-19 1:35am
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Yay! I've worked it out. My gull is flying high. The path_track along with the info_hint did the trick. I'll have to play around with it a bit more to figure out the perching between flying. Ideally I would like to have the gull perch on a plam tree for 5 - 10 seconds before continuing the flight path. Thanks for your help Doctor!
Re: npc_seagull Posted by Naticus on Mon Jun 19th 2006 at 4:06am
Naticus
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Posted 2006-06-19 4:06am
Naticus
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23 posts 172 snarkmarks Registered: May 26th 2006
I'm using a seagull ambient_generic sound and am having a hell of a time trying to get it to loop at a specific interval. The logic_timer doesn't seem to be cutting it. Can someone please enlighten me as to what entity I should use for triggering and what settings I should set? This is the last little bit I have to do on my contest map and then I can move on to other fun stuff!
Re: npc_seagull Posted by Gwil on Thu Jun 22nd 2006 at 1:11pm
Gwil
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Posted 2006-06-22 1:11pm
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I'm using a seagull ambient_generic
sound and am having a hell of a time trying to get it to loop at a
specific interval. The logic_timer doesn't seem to be cutting it. Can
someone please enlighten me as to what entity I should use for
triggering and what settings I should set? This is the last little bit
I have to do on my contest map and then I can move on to other fun
stuff!
Make a new thread for this question please Naticus :smile: